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    <article class="h-entry post-text"><header><h1 class="p-name entry-title"><a href="posts/china-trillion-dollars-wasted-investment.html" class="u-url">China-trillion-dollars-wasted-investment</a></h1>
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            <p class="byline author vcard"><span class="byline-name fn">
                Tao Junjie
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            <p class="dateline"><a href="posts/china-trillion-dollars-wasted-investment.html" rel="bookmark"><time class="published dt-published" datetime="2015-06-24T13:43:59+08:00" title="2015-06-24 13:43">2015-06-24 13:43</time></a></p>
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<h2 id="Wasted-investment">Wasted investment<a class="anchor-link" href="posts/china-trillion-dollars-wasted-investment.html#Wasted-investment">¶</a>
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<h4 id="China's-$6.8-trillion-hole?">China's <code>$6.8</code>-trillion hole?<a class="anchor-link" href="posts/china-trillion-dollars-wasted-investment.html#China's-%246.8-trillion-hole?">¶</a>
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<p><em>(Data Sources: National Bureau of Statistics; The Economist)</em></p>
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    </article><article class="h-entry post-text"><header><h1 class="p-name entry-title"><a href="posts/frequentism-and-bayesianism-chs.html" class="u-url">frequentism-and-bayesianism-chs</a></h1>
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                Tao Junjie
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            <p class="dateline"><a href="posts/frequentism-and-bayesianism-chs.html" rel="bookmark"><time class="published dt-published" datetime="2015-06-24T13:43:53+08:00" title="2015-06-24 13:43">2015-06-24 13:43</time></a></p>
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<h2 id="频率主义和贝叶斯主义——一个实用的介绍">频率主义和贝叶斯主义——一个实用的介绍<a class="anchor-link" href="posts/frequentism-and-bayesianism-chs.html#%E9%A2%91%E7%8E%87%E4%B8%BB%E4%B9%89%E5%92%8C%E8%B4%9D%E5%8F%B6%E6%96%AF%E4%B8%BB%E4%B9%89%E2%80%94%E2%80%94%E4%B8%80%E4%B8%AA%E5%AE%9E%E7%94%A8%E7%9A%84%E4%BB%8B%E7%BB%8D">¶</a>
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<p><em>此notebook最初出现在博客<a href="http://jakevdp.github.io">Pythonic Perambulations</a>的<a href="http://jakevdp.github.io/blog/2014/03/11/frequentism-and-bayesianism-a-practical-intro/">文章</a>。BSD licensed。</em></p>
<p><em>这个系列共4个部分：中文版<a href="http://muxuezi.github.io/posts/frequentism-and-bayesianism-chs">Part I</a>  <a href="http://muxuezi.github.io/posts/frequentism-and-bayesianism-chs-ii">Part II</a>  <a href="http://muxuezi.github.io/posts/frequentism-and-bayesianism-chs-iii">Part III</a>  <a href="http://muxuezi.github.io/posts/frequentism-and-bayesianism-chs-iv">Part IV</a>，英文版<a href="http://jakevdp.github.io/blog/2014/03/11/frequentism-and-bayesianism-a-practical-intro/">Part I</a>  <a href="http://jakevdp.github.io/blog/2014/06/06/frequentism-and-bayesianism-2-when-results-differ/">Part II</a>  <a href="http://jakevdp.github.io/blog/2014/06/12/frequentism-and-bayesianism-3-confidence-credibility/">Part III</a>  <a href="http://jakevdp.github.io/blog/2014/06/14/frequentism-and-bayesianism-4-bayesian-in-python/">Part IV</a></em></p>
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    </article><article class="h-entry post-text"><header><h1 class="p-name entry-title"><a href="posts/kivy-ch9.html" class="u-url">kivy-ch9</a></h1>
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                Tao Junjie
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            <p class="dateline"><a href="posts/kivy-ch9.html" rel="bookmark"><time class="published dt-published" datetime="2015-06-24T13:43:47+08:00" title="2015-06-24 13:43">2015-06-24 13:43</time></a></p>
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<h2 id="射击app">射击app<a class="anchor-link" href="posts/kivy-ch9.html#%E5%B0%84%E5%87%BBapp">¶</a>
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<p>前面提到过，在这一章我们来做射击（shoot-em-up，简写shmup）app，一个快节奏的射击游戏，比魂斗罗简单许多。</p>
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    </article><article class="h-entry post-text"><header><h1 class="p-name entry-title"><a href="posts/3-feature-extraction-and-preprocessing.html" class="u-url">3-feature-extraction-and-preprocessing</a></h1>
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                Tao Junjie
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            <p class="dateline"><a href="posts/3-feature-extraction-and-preprocessing.html" rel="bookmark"><time class="published dt-published" datetime="2015-06-24T13:43:42+08:00" title="2015-06-24 13:43">2015-06-24 13:43</time></a></p>
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<h2 id="特征提取与处理">特征提取与处理<a class="anchor-link" href="posts/3-feature-extraction-and-preprocessing.html#%E7%89%B9%E5%BE%81%E6%8F%90%E5%8F%96%E4%B8%8E%E5%A4%84%E7%90%86">¶</a>
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<p>上一章案例中的解释变量都是数值，比如匹萨的直接。而很多机器学习问题需要研究的对象可能是分类变量、文字甚至图像。本章，我们介绍提取这些变量特征的方法。这些技术是数据处理的前提——序列化，更是机器学习的基础，影响到本书的所有章节。</p>
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    </article><article class="h-entry post-text"><header><h1 class="p-name entry-title"><a href="posts/2-linear-regression.html" class="u-url">2-linear-regression</a></h1>
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                Tao Junjie
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            <p class="dateline"><a href="posts/2-linear-regression.html" rel="bookmark"><time class="published dt-published" datetime="2015-06-24T13:43:36+08:00" title="2015-06-24 13:43">2015-06-24 13:43</time></a></p>
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<h2 id="线性回归">线性回归<a class="anchor-link" href="posts/2-linear-regression.html#%E7%BA%BF%E6%80%A7%E5%9B%9E%E5%BD%92">¶</a>
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<p>本章介绍用线性模型处理回归问题。从简单问题开始，先处理一个响应变量和一个解释变量的一元问题。然后，我们介绍多元线性回归问题（multiple linear regression），线性约束由多个解释变量构成。紧接着，我们介绍多项式回归分析（polynomial regression问题），一种具有非线性关系的多元线性回归问题。最后，我们介绍如果训练模型获取目标函数最小化的参数值。在研究一个大数据集问题之前，我们先从一个小问题开始学习建立模型和学习算法。</p>
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    </article><article class="h-entry post-text"><header><h1 class="p-name entry-title"><a href="posts/kivy-ch4-chat-app.html" class="u-url">kivy-ch4-chat-app</a></h1>
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                Tao Junjie
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            <p class="dateline"><a href="posts/kivy-ch4-chat-app.html" rel="bookmark"><time class="published dt-published" datetime="2015-06-24T13:43:30+08:00" title="2015-06-24 13:43">2015-06-24 13:43</time></a></p>
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<h2 id="Kivy网络编程">Kivy网络编程<a class="anchor-link" href="posts/kivy-ch4-chat-app.html#Kivy%E7%BD%91%E7%BB%9C%E7%BC%96%E7%A8%8B">¶</a>
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<p>前面我们尝试过单一平台Android的Kivy开发，通过原生的底层API来实现。下面我们探索另外一种天生具有跨平台能力的工具来做app——网络。在这一章，我们做一个聊天app，类似于QQ，但是简单版。</p>
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    </article><article class="h-entry post-text"><header><h1 class="p-name entry-title"><a href="posts/kivy-ch6-2048-app.html" class="u-url">kivy-ch6-2048-app</a></h1>
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                Tao Junjie
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            <p class="dateline"><a href="posts/kivy-ch6-2048-app.html" rel="bookmark"><time class="published dt-published" datetime="2015-06-24T13:43:25+08:00" title="2015-06-24 13:43">2015-06-24 13:43</time></a></p>
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<h2 id="2048-app">2048 app<a class="anchor-link" href="posts/kivy-ch6-2048-app.html#2048-app">¶</a>
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<p>后面的章节，我们将逐步加深难度来介绍Kivy在游戏领域的开发过程，包括状态的管理，角色控制，音效和图象快速渐变的实现等。</p>
<p>这里提到的内容都是当今游戏开发中不可或缺的，因此有很多软件可以基于同样的算法和性能来实现这些功能，就像视频游戏一样。</p>
<p>但是，不积跬步，无以至千里。我们要踏出的第一步就是实现老少皆宜的<strong>2048</strong>游戏。</p>
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    </article><article class="h-entry post-text"><header><h1 class="p-name entry-title"><a href="posts/kivy-perface.html" class="u-url">kivy-perface</a></h1>
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                Tao Junjie
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            <p class="dateline"><a href="posts/kivy-perface.html" rel="bookmark"><time class="published dt-published" datetime="2015-06-24T13:43:19+08:00" title="2015-06-24 13:43">2015-06-24 13:43</time></a></p>
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<h2 id="Kivy指南">Kivy指南<a class="anchor-link" href="posts/kivy-perface.html#Kivy%E6%8C%87%E5%8D%97">¶</a>
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<p>作者：<a href="https://github.com/mvasilkov">Mark Vasilkov</a></p>
<p>中文译者：<a href="https://github.com/muxuezi">Tao Junjie</a></p>

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<h3 id="前言">前言<a class="anchor-link" href="posts/kivy-perface.html#%E5%89%8D%E8%A8%80">¶</a>
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<p>移动应用开发几年前就是热点了，现在是个软件用户就想要移动版。桌面操作系统也受到影响，跨平台的软件成为新常态。甚至通常局限于微软桌面操作系统的游戏开发者也开始找一些Mac和Linux平台上的工作了（比如Steam，目前有Mac游戏近4000个，SteamOS+Linux游戏2000多个）。</p>
<p>这对新手和个人开发者是大利好：跨平台的支持可以增加用户，销售量自然会更好。</p>
<p>但是，写可移植的软件是非常耗费资源的过程，对小公司和个人开发者的影响比大公司更甚。</p>
<p>尤其是许多平台都有不同语言的SDK：iOS用Objective-C和Swift，Android用Java，MS用.Net，更多是C#来开发软件。</p>
<p>使用这些工具可以通过系统功能来制作相应的原生应用，但是跨平台的代码重用变得十分困难。就算你精通所有语言和相关的操作，代码的移植仍然是一件复杂的事情。</p>
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    </article><article class="h-entry post-text"><header><h1 class="p-name entry-title"><a href="posts/kivy-ch8-shaders-app.html" class="u-url">kivy-ch8-shaders-app</a></h1>
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                Tao Junjie
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            <p class="dateline"><a href="posts/kivy-ch8-shaders-app.html" rel="bookmark"><time class="published dt-published" datetime="2015-06-24T13:43:08+08:00" title="2015-06-24 13:43">2015-06-24 13:43</time></a></p>
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<h2 id="着色器app">着色器app<a class="anchor-link" href="posts/kivy-ch8-shaders-app.html#%E7%9D%80%E8%89%B2%E5%99%A8app">¶</a>
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<p>恭喜你Hold到现在！最后两章我们准备讨论一些OpenGL的底层细节，与Kivy完全不同的内容，比如<strong>OpenGL着色器语言（OpenGL Shading Language，GLSL）</strong>。这个语言可以让我们轻松写出高性能的代码。</p>
<p>我们将通过一个屏幕保护程序来介绍OpenGL的特性，然后做一个射击游戏（shoot-em-up game，shmup）app。本章的代码是准备工作，和其他项目都是一章不同，射击游戏在下一章做。</p>
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    </article><article class="h-entry post-text"><header><h1 class="p-name entry-title"><a href="posts/frequentism-and-bayesianism-chs-iii.html" class="u-url">frequentism-and-bayesianism-chs-iii</a></h1>
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                Tao Junjie
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            <p class="dateline"><a href="posts/frequentism-and-bayesianism-chs-iii.html" rel="bookmark"><time class="published dt-published" datetime="2015-06-24T13:43:03+08:00" title="2015-06-24 13:43">2015-06-24 13:43</time></a></p>
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<h2 id="频率主义-vs-贝叶斯主义-III：置信(Confidence)与可信(Credibility)，频率主义与科学，不能混为一谈">频率主义 vs 贝叶斯主义 III：置信(Confidence)与可信(Credibility)，频率主义与科学，不能混为一谈<a class="anchor-link" href="posts/frequentism-and-bayesianism-chs-iii.html#%E9%A2%91%E7%8E%87%E4%B8%BB%E4%B9%89-vs-%E8%B4%9D%E5%8F%B6%E6%96%AF%E4%B8%BB%E4%B9%89-III%EF%BC%9A%E7%BD%AE%E4%BF%A1(Confidence)%E4%B8%8E%E5%8F%AF%E4%BF%A1(Credibility)%EF%BC%8C%E9%A2%91%E7%8E%87%E4%B8%BB%E4%B9%89%E4%B8%8E%E7%A7%91%E5%AD%A6%EF%BC%8C%E4%B8%8D%E8%83%BD%E6%B7%B7%E4%B8%BA%E4%B8%80%E8%B0%88">¶</a>
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<p><em>这个notebook出自<a href="http://jakevdp.github.io">Pythonic Perambulations</a>的<a href="http://jakevdp.github.io/blog/2014/06/12/frequentism-and-bayesianism-3-confidence-credibility/">博文</a> . The content is BSD licensed.</em></p>

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<p><em>这个系列共4个部分：中文版<a href="http://muxuezi.github.io/posts/frequentism-and-bayesianism-chs">Part I</a>  <a href="http://muxuezi.github.io/posts/frequentism-and-bayesianism-chs-ii">Part II</a>  <a href="http://muxuezi.github.io/posts/frequentism-and-bayesianism-chs-iii">Part III</a>  <a href="http://muxuezi.github.io/posts/frequentism-and-bayesianism-chs-iv">Part IV</a>，英文版<a href="http://jakevdp.github.io/blog/2014/03/11/frequentism-and-bayesianism-a-practical-intro/">Part I</a>  <a href="http://jakevdp.github.io/blog/2014/06/06/frequentism-and-bayesianism-2-when-results-differ/">Part II</a>  <a href="http://jakevdp.github.io/blog/2014/06/12/frequentism-and-bayesianism-3-confidence-credibility/">Part III</a>  <a href="http://jakevdp.github.io/blog/2014/06/14/frequentism-and-bayesianism-4-bayesian-in-python/">Part IV</a></em></p>
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